A new architecture with GP104
Table of Contents
- Asynchronous compute discussion
- Is only 2-Way SLI supported?
- Overclocking over 2.0 GHz
- Dissecting the Founders Edition
- Benchmarks begin
- VR Testing
- Impressive power efficiency
- Performance per dollar discussion
- Ansel screenshot tool
The summer of change for GPUs has begun with today’s review of the GeForce GTX 1080. NVIDIA has endured leaks, speculation and criticism for months now, with enthusiasts calling out NVIDIA for not including HBM technology or for not having asynchronous compute capability. Last week NVIDIA’s CEO Jen-Hsun Huang went on stage and officially announced the GTX 1080 and GTX 1070 graphics cards with a healthy amount of information about their supposed performance and price points. Issues around cost and what exactly a Founders Edition is aside, the event was well received and clearly showed a performance and efficiency improvement that we were not expecting.
The question is, does the actual product live up to the hype? Can NVIDIA overcome some users’ negative view of the Founders Edition to create a product message that will get the wide range of PC gamers looking for an upgrade path an option they’ll take?
I’ll let you know through the course of this review, but what I can tell you definitively is that the GeForce GTX 1080 clearly sits alone at the top of the GPU world.
NVIDIA's Ansel Technology
“In-game photography” is an interesting concept. Not too long ago, it was difficult to just capture the user's direct experience with a title. Print screen could only hold a single screenshot at a time, which allowed Steam and FRAPS to provide a better user experience. FRAPS also made video more accessible to the end-user, but it output huge files and, while it wasn't too expensive, it needed to be purchased online, which was a big issue ten-or-so years ago.
Seeing that their audience would enjoy video captures, NVIDIA introduced ShadowPlay a couple of years ago. The feature allowed users to, not only record video, but also capture the last few minutes. It did this with hardware acceleration, and it did this for free (for compatible GPUs). While I don't use ShadowPlay, preferring the control of OBS, it's a good example of how NVIDIA wants to support their users. They see these features as a value-add, which draw people to their hardware.
Subject: Graphics Cards | May 16, 2016 - 03:52 PM | Jeremy Hellstrom
Tagged: amd, r9 380x, crossfire
A pair of R9 380X's will cost you around $500, a bit more $100 less than a single GTX 980Ti and on par or a little less expensive than a straight GTX 980. You have likely seen these cards compared but how often have you seen these cards pitted against a pair of GTX 960's which costs a little bit less than two 380X cards? [H]ard|OCP decided it was worth investigating, perhaps for those who currently have a single one of these cards that are considering a second if the price is right. The results are very tight, overall the two setups performed very similarly with some games favouring AMD and others NVIDIA, check out the full review here.
"We are evaluating two Radeon R9 380X video cards in CrossFire against two GeForce GTX 960 video cards in a SLI arrangement. We will overclock each setup to its highest, to experience the full gaming benefit each configuration has to offer. Additionally we will compare a Radeon R9 380 CrossFire setup to help determine the best value."
Here are some more Graphics Card articles from around the web:
- With Pascal Ahead, A 16-Way Recap From NVIDIA's 9800 GTX To Maxwell @ Phoronix
- Maxwell Quadro For All: NVIDIA Quadro M2000 Workstation Graphics Card Review @ Techgage
- Desktop Graphics Card Comparison Guide @ TechARP
- PCI Express 3.0 vs. 2.0: Is There a Gaming Performance Gain? @ Hardware Secrets
Subject: General Tech, Graphics Cards | May 16, 2016 - 03:19 PM | Ryan Shrout
Tagged: video, tom petersen, pascal, nvidia, live, GTX 1080, gtx, GP104, geforce
Our review of the GeForce GTX 1080 is LIVE NOW, so be sure you check that out before today's live stream!!
Get yourself ready, it’s time for another GeForce GTX live stream hosted by PC Perspective’s Ryan Shrout and NVIDIA’s Tom Petersen. The general details about consumer Pascal and the GeForce GTX 1080 graphics card are already official and based on the traffic to our stories and the response on Twitter and YouTube, there is more than a little pent-up excitement. .
On hand to talk about the new graphics card, answer questions about technologies in the GeForce family including Pascal, SLI, VR, Simultaneous Multi-Projection and more will be Tom Petersen, well known in our community. We have done quite a few awesome live steams with Tom in the past, check them out if you haven't already.
NVIDIA GeForce GTX 1080 Live Stream
10am PT / 1pm ET - May 17th
Need a reminder? Join our live mailing list!
The event will take place Tuesday, May 17th at 1pm ET / 10am PT at http://www.pcper.com/live. There you’ll be able to catch the live video stream as well as use our chat room to interact with the audience, asking questions for me and Tom to answer live.
Tom has a history of being both informative and entertaining and these live streaming events are always full of fun and technical information that you can get literally nowhere else. Previous streams have produced news as well – including statements on support for Adaptive Sync, release dates for displays and first-ever demos of triple display G-Sync functionality. You never know what’s going to happen or what will be said!
UPDATE! UPDATE! UPDATE! This just in fellow gamers: Tom is going to be providing two GeForce GTX 1080 graphics cards to give away during the live stream! We won't be able to ship them until availability hits at the end of May, but two lucky viewers of the live stream will be able to get their paws on the fastest graphics card we have ever tested!! Make sure you are scheduled to be here on May 17th at 10am PT / 1pm ET!!
Don't you want to win me??!?
If you have questions, please leave them in the comments below and we'll look through them just before the start of the live stream. Of course you'll be able to tweet us questions @pcper and we'll be keeping an eye on the IRC chat as well for more inquiries. What do you want to know and hear from Tom or I?
So join us! Set your calendar for this coming Tuesday at 1pm ET / 10am PT and be here at PC Perspective to catch it. If you are a forgetful type of person, sign up for the PC Perspective Live mailing list that we use exclusively to notify users of upcoming live streaming events including these types of specials and our regular live podcast. I promise, no spam will be had!
Subject: Graphics Cards | May 11, 2016 - 11:53 PM | Scott Michaud
Tagged: amd, crimson, graphics drivers
For the second time this month, hence the version number, AMD has released a driver to coincide with a major game release. This one is for DOOM, which will be available on Friday. Like the previous driver, which was aligned with Forza, it has not been WHQL-certified. That's okay, though. NVIDIA's Game Ready drivers didn't strive for WHQL certification until just recently, and, even then, WHQL certification doesn't mean what it used to.
But yeah, apart from game-specific optimizations for DOOM, 16.5.2 has a few extra reasons to be used. If you play Battleborn, which launched on May 3rd, then AMD has added a new CrossFire profile for that game. They have also fixed at least eleven issues (plus however many undocumented ones). It comes with ten known issues, but none of them seem particularly troubling. It seems to be mostly CrossFire-related issues.
You can pick up the driver at AMD's website.
Subject: Graphics Cards | May 11, 2016 - 10:57 PM | Scott Michaud
Tagged: sli, nvidia, GTX 1080, GeForce GTX 1080
Update (May 12th, 1:45am): Okay so the post has been deleted, which was originally from Chris Bencivenga, Support Manager at EVGA. A screenshot of it is attached below. Note that Jacob Freeman later posted that "More info about SLI support will be coming soon, please stay tuned." I guess this means take the news with a grain of salt until an official word can be released.
Original Post Below
According to EVGA, NVIDIA will not support three- and four-way SLI on the GeForce GTX 1080. They state that, even if you use the old, multi-way connectors, it will still be limited to two-way. The new SLI connector (called SLI HB) will provide better performance “than 2-way SLI did in the past on previous series”. This suggests that the old SLI connectors can be used with the GTX 1080, although with less performance and only for two cards.
This is the only hard information that we have on this change, but I will elaborate a bit based on what I know about graphics APIs. Basically, SLI (and CrossFire) are simplifications of the multi-GPU load-balancing problems such that it is easy to do from within the driver, without the game's involvement. In DirectX 11 and earlier, the game cannot interface with the driver in that way at all. That does not apply to DirectX 12 and Vulkan, however. In those APIs, you will be able to explicitly load-balance by querying all graphics devices (including APUs) and split the commands yourself.
Even though a few DirectX 12 games exist, it's still unclear how SLI and CrossFire will be utilized in the context of DirectX 12 and Vulkan. DirectX 12 has the tier of multi-GPU called “implicit multi-adapter,” which allows the driver to load balance. How will this decision affect those APIs? Could inter-card bandwidth even be offloaded via SLI HB in DirectX 12 and Vulkan at all? Not sure yet (but you would think that they would at least add a Vulkan extension). You should be able to use three GTX 1080s in titles that manually load-balance to three or more mismatched GPUs, but only for those games.
If it relies upon SLI, which is everything DirectX 11, then you cannot. You definitely cannot.
Subject: Graphics Cards | May 10, 2016 - 07:50 PM | Scott Michaud
Tagged: nvidia, maxwell, GTX 980 Ti, GTX 970, GTX 1080, geforce
The GTX 1080 announcement is starting to ripple into retailers, leading to price cuts on the previous generation, Maxwell-based SKUs. If you were interested in the GTX 1080, or an AMD graphics card of course, then you probably want to keep waiting. That said, you can take advantage of the discounts to get a VR-ready GPU or if you already have a Maxwell card that could use a cheap SLI buddy.
This tip comes from a NeoGAF thread. Microcenter has several cards on sale, but EVGA seems to have the biggest price cuts. This 980 Ti has dropped from $750 USD down to $499.99 (or $474.99 if you'll promise yourself to do that mail-in rebate). That's a whole third of its price slashed, and puts it about a hundred dollars under GTX 1080. Granted, it will also be slower than the GTX 1080, with 2GB less video RAM, but $100 might be worth that for you.
Subject: Graphics Cards | May 10, 2016 - 07:29 PM | Ryan Shrout
Tagged: video, pascal, nvidia, GTX 1080, gtx 1070, geforce
After the live streamed event announcing the GeForce GTX 1080 and GTX 1070, Allyn and I spent a few minutes this afternoon going over the information as it was provided, discussing our excitement about the product and coming to grips with what in the world a "Founder's Edition" even is.
If you haven't yet done so, check out Scott's summary post on the GTX 1080 and GTX 1070 specs right here.
Subject: Graphics Cards | May 10, 2016 - 04:06 PM | Sebastian Peak
Tagged: video card, reference cooler, pascal, nvidia, GTX 1080, graphics card, GeForce GTX 1080, Founder's Edition
The first non-reference GTX 1080 has been revealed courtesy of Galax, and the images (via VideoCardz.com) look a lot different than the Founder's Edition.
Galax GTX 1080 (Image Credit: VideoCardz)
The Galax is the first custom implementation of the GTX 1080 we've seen, and as such the first example of a $599 variant of the GTX 1080. The Founder's Edition cards carry a $100 premium (and offer that really nice industrial design) but ultimately it's about performance and the Galax card will presumably offer completely stock specifications.
(Image Credit: VideoCardz)
Expect to see a deluge of aftermarket cooling from EVGA, ASUS, MSI, and others soon enough - most of which will presumably be using a dual or triple-fan cooler, and not a simple blower like this.
Subject: Graphics Cards | May 10, 2016 - 12:11 PM | Ryan Shrout
Tagged: windows 10, windows, vrr, variable refresh rate, uwp, microsoft, g-sync, freesync
Back in March, Microsoft's Phil Spencer addressed some of the concerns over the Unified Windows Platform and PC gaming during his keynote address at the Build Conference. He noted that MS would "plan to open up VSync off, FreeSync, and G-Sync in May" and the company would "allow modding and overlays in UWP applications" sometime further into the future. Well it appears that Microsoft is on point with the May UWP update.
According to the MS DirectX Developer Blog, a Windows 10 update being pushed out today will enable UWP to support unlocked frame rates and variable refresh rate monitors in both G-Sync and FreeSync varieties.
As a direct response to your feedback, we’re excited to announce the release today of new updates to Windows 10 that make gaming even better for game developers and gamers.
Later today, Windows 10 will be updated with two key new features:
Support for AMD’s FreesyncTM and NVIDIA’s G-SYNC™ in Universal Windows Platform games and apps
Unlocked frame rate for Universal Windows Platform (UWP) games and apps
Once applications take advantage of these new features, you will be able to play your UWP games with unlocked frame rates. We expect Gears of War: UE and Forza Motorsport 6: Apex to lead the way by adding this support in the very near future.
This OS update will be gradually rolled out to all machines, but you can download it directly here.
These updates to UWP join the already great support for unlocked frame rate and AMD and NVIDIA’s technologies in Windows 10 for classic Windows (Win32) apps.
Please keep the feedback coming!
Today's update won't automatically enable these features in UWP games like Gears of War or Quantum Break, they will still need to be updated individually by the developer. MS states that Gears of War and Forza will be the first to see these changes, but there is no mention of Quantum Break here, which is a game that could DEFINITELY benefit from the love of variable refresh rate monitors.
Microsoft describes an unlocked frame rate as thus:
Vsync refers to the ability of an application to synchronize game rendering frames with the refresh rate of the monitor. When you use a game menu to “Disable vsync”, you instruct applications to render frames out of sync with the monitor refresh. Being able to render out of sync with the monitor refresh allows the game to render as fast as the graphics card is capable (unlocked frame rate), but this also means that “tearing” will occur. Tearing occurs when part of two different frames are on the screen at the same time.
I should note that these changes do not indicate that Microsoft is going to allow UWP games to go into an exclusive full screen mode - it still believes the disadvantages of that configuration outweigh the advantages. MS wants its overlays and a user's ability to easily Alt-Tab around Windows 10 to remain. Even though MS mentions screen tearing, I don't think that non-exclusive full screen applications will exhibit tearing.
Gears of War on Windows 10 is a game that could definitely use an uncapped render rate and VRR support.
Instead, what is likely occurring, as we saw with the second iteration of the Ashes of the Singularity benchmark, is that the game will have an uncapped render rate internally but that frames rendered OVER 60 FPS (or the refresh rate of the display) will not be shown. This will improve perceived latency as the game will be able to present the most up to date frame (with the most update to date input data) when the monitor is ready for a new refresh.
UPDATE 5/10/16 @ 4:31pm: Microsoft just got back to me and said that my above statement wasn't correct. Screen tearing will be able to occur in UWP games on Windows 10 after they integrate support for today's patch. Interesting!!
For G-Sync and FreeSync users, the ability to draw to the screen at any range of render rates will offer an even further advantage of uncapped frame rates, no tearing but also, no "dropped" frames caused by running at off-ratios of a standard monitor's refresh rate.
I'm glad to see Microsoft taking these steps at a brisk pace after the feedback from the PC community early in the year. As for UWP's continued evolution, the blog post does tease that we should "expect to see some exciting developments on multiple GPUs in DirectX 12 in the near future."